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  1. Races
Playable Race

Self-sacrificing, devoted, fickle and meddling. The Genie is all about being a mess of contradictions: otherworldly and human, magic and mundane. They influence the world through reality-bending powers, but not for themselves. As the Genie, you are enslaved to your Master. The identity of your Master is never truly under your control. Your Master can be any main character. This can mean that you may end up serving a character you deeply dislike. When this occurs, you are still beholden to serve them and their Wishes, although you may do everything you can to reinterpret and make assumptions in order to go in other, more palatable directions.

Genies are part of large, teeming and vibrant communities in another realm, and you are cut off from them until you come into your power by serving beings of of the mortal plane. This “gauntlet” that you have to run as a rite of passage among your people is called the Qarin.  Not every genie undergoes a Qarin, but some are chosen for it as they enter adulthood, seemingly at random.  The genie is then transported to the mortal world, where they assume a completely biologically human form.  When they have fulfilled their purpose in the mortal plane, they go back to the genie realm and become powerful mages and leaders.

It may be tempting for a character to withhold that third wish in order to keep you at their side (especially if they are a good character who doesn’t want someone bad to get ahold of you), but others are advised to keep the spirit of it in mind, and encouraged to make that third wish “accidentally,” especially since there is an incentive to do so.

Genie wishes have the following rules:

  • You can’t wish for more wishes.
  • You can’t wish for love.
  • You can’t wish someone dead.
  • You can’t wish the dead back to life.
  • If you wish a genie free, you become a genie in their place (trade templates). 

Types of Genies
There are four types of Genies: the Djinn, the Ifrit, the Shaitan, and the Marid.  The personality traits below are not requirements, they are just cultural tendencies that may vary between individuals.  As such, they are not even included in the template; it's for the players to decide how it manifests, if at all. 

Djinns are creatures of wind and air.  They tend to be logical, creative, and indecisive.  Their opposing element is Earth. 

Ifrits are creatures of smoke and fire.  They tend to be impulsive, passionate, and loyal.  Their opposing element is Water. 

Shaitans are creatures of dust and rock.  They tend to be intuitive, level-headed, and stubborn.  Their opposing element is Air. 

Marids are creatures of mist and water.  They tend to be emotional, empathetic, and sensitive.  Their opposing element is Fire. 


Determining your Master
Start play with a person of your choice as your Master.  Your next Master is the person who has the highest “Leverage total” (their amount of Leverage on you, plus your amount of Leverage on them), but only if the total is at least 3.  If there is a tie, choose randomly.  If nobody has a Leverage total of at least 3, then the GM chooses your new Master. You can only serve each main character once, and when you run out of main characters, you go home to the Genie realm. 


Playing a Genie:

  • This template costs 19 points. 
  • Genies of myth are incredibly powerful, but you're one that's just got here (maybe had a few masters before, or maybe you're starting play with your first one), and your story is just beginning.  You're powerful when it comes to granting wishes, but you have a lot to learn otherwise. 
  • Don't forget to click "Add Race Abilities!" 

Recommended

  • You can improve your Wish Only Magery for 4 points/level. 
  • You can improve your Elemental One-College Magery for 6 points/level.
  • You can also take regular Magery for 10 points/level.  This would stack with both of the above. 
  • You can take additional levels of Wild Talent for 8 points/level.  For each level, you can use it for one more additional roll per scene. 
  • You can learn Gaelic for 6 points, just in case your master happens to speak to you in another language. 
  • Depending on your element: Walk on Liquid, Permeation, Temperature Tolerance, Flight, Amphibious
  • Innate Attack, Binding, or Affliction
  • Get your IQ up to increase your casting effectiveness. 
  • If Controlling Skills that you need are related, consider Talent


Controlling Skills: You need Symbol Drawing and whatever skills are associated with the magic colleges you want to learn. You can find the list of them here: Magic